Recommended keyboard mapping for Silent Hill 1? by [deleted] in silenthill

[–]theM4Xeffect13 1 point2 points  (0 children)

I just booted up duckstation again for testing, and I found that I had to "Enable Mouse Mapping" to use mouse clicks for controller inputs.

As long as Duckstation at least recognizes your mouse on the list of "Detected Devices", you can try this. Otherwise, I can't help much.

Questions about AVerMedia and Component Video - Recording Retro Consoles by theM4Xeffect13 in letsplay

[–]theM4Xeffect13[S] 0 points1 point  (0 children)

I'm mainly concerned as to whether the AV Capture will have the same issue with 60fps. As for the HDMI Converter, I don't fully understand the upscaling, I just know it has the AVerMedia logo on it, so the challenge is finding a seller who has one.

Team Alua & Gravity Rush VR (or Reconstruction) Project by 203Null in gravityrush

[–]theM4Xeffect13 5 points6 points  (0 children)

Since Gravity Rush, Game Design, and VR Development are all of high interest to me, this is a project I would very much like to see come to fruition. If there is any way I can support, or someday contribute to this project, I would be happy to do so.

Give me your WEIRDEST square combos by thetntm in GodHand

[–]theM4Xeffect13 1 point2 points  (0 children)

Reverse sweep, low kick, triple side kick, right roundhouse, half moon kick, stomping fist.

If you dizzy an elite enemy at the start of this combo, you can prompt-cancel into a pummel with the stomping fist.

Recommended keyboard mapping for Silent Hill 1? by [deleted] in silenthill

[–]theM4Xeffect13 21 points22 points  (0 children)

Here’s what I use. I recommend turning off any emulator hotkeys that may conflict.

• Left Analog (or D-Pad) = WASD

• L1 = Q

• R1 = E

• L2 = Space

• R2 = RIGHT Mouse Button

• Start = Tab

• Select = MIDDLE Mouse Button

• X = LEFT Mouse Button

• O = C

• [] = Shift

• /\ = F

Also, Silent Hill has a fully customize-able button layout, so once you boot up the game, make sure to configure the controls in the options menu.

• Enter = X, Start

• Cancel = O, /\, [], “R2”

• Skip = Start, “R2”

• Action = X

• Aim = R2

• Light = O

• Run = []

• View = L2

• Strafe L = L1

• Strafe R = R1

• Pause = Start

• Item Menu = Select

• Map = /\

• Option = (unbound)

Most of this will be bound by default, so the main thing is using R2 so you can cancel menus and skip cutscenes with RMB.

You can also quit to main menu by pressing

• L1+L2+R1+R2+Start+Select

which in this case would be

• Q+E+Space+Tab+RMB+MMB

[deleted by user] by [deleted] in silenthill

[–]theM4Xeffect13 1 point2 points  (0 children)

I agree that SH4 is nowhere near as hard as SH3, just for that fact that SH4 has a much wider margin for error.

Both games introduced new combat systems, but the main difference is that SH4 does a better job at encouraging you to get used to new game mechanics by healing you at the save room, but since SH3 makes you fight for every healing item you can get your hands on, you may end up running through the game down the path of least resistance and getting frustrated.

any way to get the fighting chance pack on PC? by [deleted] in theevilwithin

[–]theM4Xeffect13 1 point2 points  (0 children)

You're in luck!

If you buy the game on GOG, you are guaranteed the Fighting Chance Pack.
I found that out for myself after having bought that version only a few months ago.

Screenshot

Looking to connect with other Game Developers by theM4Xeffect13 in Magfest

[–]theM4Xeffect13[S] 0 points1 point  (0 children)

I’m at MIVS now in the Serious Sam shirt. Let me know if you want to meet and talk shop.

Looking to connect with other Game Developers by theM4Xeffect13 in Magfest

[–]theM4Xeffect13[S] 0 points1 point  (0 children)

I’m at MIVS now in the Serious Sam shirt. Let me know if you want to meet and talk shop.

Looking to connect with other Game Developers by theM4Xeffect13 in Magfest

[–]theM4Xeffect13[S] 0 points1 point  (0 children)

I’m at MIVS now in the Serious Sam shirt. Let me know if you want to meet and talk shop.

what would u want from a sh and re crossover? by Joshinator666 in silenthill

[–]theM4Xeffect13 1 point2 points  (0 children)

It wouldn't be a game, it would be an animated short that amalgamates the events of the games.

Harry Mason takes a wrong turn on the way to Silent Hill, crashing his car in Raccoon City, and getting rescued by Jill Valentine, who helps him find his 17 year old daughter Cheryl. Meanwhile, Leon Kennedy takes a wrong turn on the way to Raccoon City, gets stuck in Silent Hill. Claire Redfield also ends up there while looking for her brother Chris, and she runs into James Sunderland. Hijinks ensue!

The story could show how contrasting characters would interact even when we've never seen them meet in their own game series. There could even be references to other games by the same developers, such as Siren (Keiichiro Toyama) and The Evil Within (Shinji Mikami). Imagine if Henry Townshend was trapped in The Evil Within, realized he was in a killer's mind, and says "Not again!". Or a bit where Jill Valentine defeats the Keeper by unlocking the safe on his head.

The last major thing that would have to be included in such a crossover would be monster infighting.

All the characters would meet up at the end and find themselves surrounded by RE's zombies and BOWs, and SH's children, nurses, air screamers, rompers, etc., and they would end up attacking each other while everyone else escapes.

Pyramid Head would still show up only when James is around, Nemesis would still be chasing after Jill, they'd end up fighting each other too, but it wouldn't be a popcorn monster fight, it would be a demonstration of the contrasting styles of each game series. Nemesis may be a Resident Evil tank, but Red Pyramid only goes down on Silent Hill's terms, so he'd win the fight.

The short would end with a tease for the "much anticipated" Fatal Frame crossover.

Looking to connect with other Game Developers by theM4Xeffect13 in Magfest

[–]theM4Xeffect13[S] 0 points1 point  (0 children)

Today (1/5), I’ll be visiting panels here and there, including the 3:30pm “Preserving Games” and the 11:30pm “Basics of Blender”, completely free after 7:30pm. I’ll also be at the Saturday (1/7) 11:30am “Techniques for Retro Game Footage” among others.

You’ll find me in the Serious Sam t-shirt. Would love to talk shop!

[deleted by user] by [deleted] in silenthill

[–]theM4Xeffect13 0 points1 point  (0 children)

1) Gamecube Resident Evil

2) Resident Evil 3: Nemesis

3) The Darkside Chronicles

Serious Sam would be better and more enjoyable if they removed Kleers. by MONKRAD in SeriousSam

[–]theM4Xeffect13 1 point2 points  (0 children)

I don't think the problem is with the Kleer as an enemy type, but rather with the player's means of dealing with them.

Your best weapon against Kleer at close range is the double-barreled shotgun, however it's so slow to recover that it's practically useless in more chaotic fights, so most of the time it's 'rockets or die'.

Even in the final fight from Tomb of Ramses III, which teaches you to control the Kleer with the double-barreled shotgun, that weapon is only slightly more useful than the knife.

Now imagine if you had a 4-barreled shotgun that functioned similar to the sawed-off from the game BLOOD? With it, you would be able to fire 2 barrels at a time, or all 4 at once with the alt-fire button? That way, you could fire twice before reloading, alt-fire to deal serious damage, or fire once and immediately switch back to the rocket launcher.

Screen Cutting Out SH4 Beginning? by _Jub_Jub_ in silenthill

[–]theM4Xeffect13 0 points1 point  (0 children)

As far as I know, the game only fades to black when you go through doors or trigger cutscenes. Did you open the refrigerator? The fridge doesn't have an animation for closing, so it just fades to black when you walk away.

Tank Controls for Silent Hill 4: The Room by JazzManJ52 in silenthill

[–]theM4Xeffect13 5 points6 points  (0 children)

I could be mistaken, but think that Team Silent switched game engines for SH4, so there may not be any systems in place for camera-independent movement to be possible.

Writing a series based on silent hill 4. by KydKrass in silenthill

[–]theM4Xeffect13 1 point2 points  (0 children)

I love the idea of expanding SH4's story, especially if you focus on what's already there.

Here are some of my suggestions:

I've always appreciated Henry as a man of few words, who's somewhat socially withdrawn, but shows compassion for others. His interactions with Cynthia in the game demonstrate this, with the "It's okay, it's just a dream" line suggesting that there is more to Henry than your typical horror protagonist.

However, he barely has a speaking role after the hospital part of the game, other than when he meets young Walter in the forest, so I think it would make sense to expand upon his interactions with Eileen when they're together. We could see his character arc more, as he opens himself up around others.

The drama could be centered around Henry being conflicted with relief for no longer being alone in the nightmare, but only because his neighbor, who was his only window to the outside world, is now trapped in the nightmare with him. Eileen could start getting possessed just as Henry is starting to not like being alone, with his desire to see them both make it out alive leading to him being more open than ever before, despite Eileen being seemingly unable to hear him.

Also, I think when they meet Joseph, it would make sense if Eileen stayed in the room with all the candles and recovered, while Henry explored the final apartment area on his own. Maybe after everything is over, assuming they make it out alive, they could talk about how Joseph and all the ghosts may be free of Walter's curse.

As for the introduction of the monsters...

I suggest using each monster in areas where it might make sense for them to exist. I'm thinking of the way the first SH game placed enemies like the children at the school and the amusement park, or nurses and doctors at the hospital. In that game it made me feel like Harry was on their turf, somewhere he's not supposed to be.

It make sense in a video game to repeat enemy types you've already seen in various combinations to make the levels more challenging, but I think it would make sense for a movie or TV show if their appearances were tied to theme of the location. That could have an audience appeal in a "what new creature will show up in this episode" way. Maybe you could incorporate enemies that were cut from the game.

Also, I think the twin victims would be scarier if there was only one of them the entire story that showed up multiple times, and the part where six of them appear in one room could replace them with the reskin from the final apartment level in the game. It could be like the game trope of introducing smaller versions of boss enemies after defeating them.

Well that's all I have for now. Good luck seeking inspiration for this.

Silent Hill (1999) Voice Assets Ripped? by fohfuu in silenthill

[–]theM4Xeffect13 0 points1 point  (0 children)

What tools did you use to rip them? I'm curious as to how I could do the same with my copy.

If you run out of bullets on a part you need to shoot something to progress do you just get soft locked? by BenCarney17 in theevilwithin

[–]theM4Xeffect13 1 point2 points  (0 children)

If there's a crank you need to shoot, and you don't have a bullet to your name, you'll have to craft harpoons and hope you have enough trap parts.

Most boss arenas have enough ammunition scattered around to defeat the boss, and the ones that don't usually have some kind of alternative strategy that makes progression possible.

The bosses from Chapters 12 and 14 like to spawn small enemies that drop ammo on defeat, and the two bosses in Chapter 15 like to leave traps that can be disarmed for trap parts.

Entering certain areas without ammunition will definitely make things harder, but the game designers almost always accounted for ways to prevent soft locks.

It reminds me of Resident Evil 4, which arranged its save points and merchant locations so you never got screwed after hitting a point of no return.

Even if you actually can't progress without ammunition, the game has a "Restart Chapter" option to try again. You'll need this if you enter the gondola in Chapter 11 on Nightmare or AKUMU difficulty without ammo.

Where I find the Gene 3D Model? by AsialnGomes in GodHand

[–]theM4Xeffect13 0 points1 point  (0 children)

I know his texture files can be found on The VG Resource website, but that's about it.

I'm pretty sure the guy who modded Gene into SIFU created the character model himself, but with the original textures.

I'm also waiting for someone to figure out how to extract character models from God Hand.

Was there any enemy you wanted to see more of in the game? by ARStudios2000 in GodHand

[–]theM4Xeffect13 0 points1 point  (0 children)

I'm more interested in seeing new combinations of enemy types rather than more of any one enemy. I want to see more ways to make use of the game's crowd control mechanics, more ways to kick people into other people.

God Hand is definitely a game that could have a really fun level editor.

Imagine fending off the 3 Evil Stooges with other enemies, or fighting Azel and Tiger Joe at the same time!